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Laertes

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  1. How exciting! I definitely hope to participate at least in some of these. Thank you! ❤️
  2. That's interesting, ty for the clarification!
  3. This is cool that you've figured this out. Thanks for explaining it so clearly. For my part, I always considered the damage listing on the cards to be useless. The only information I would like to have is precise information. For example, Eruption does 300 damage to up to 3 units. That kind of information is useful to me. The "average power" number isn't useful. So for example I would love to know the precise number or range of every attack. Having that on the card would be more helpful than any of the averages. So if it were up to me Gladiatrix would say L 118 M 450. Even better if you have the 2.7s attack rate somewhere also. -my 2c
  4. Nightmare Shard (with Eirias) Player 2 stays in t1 and defends, provides some surges. Player 1 pushes to t3 and clears with spitfire. Deck Player 1: MiFCNEUiRKM Optional cards: Gladiatrix can be skyfire/sunstrider Deck Player 2: MgGmRgVZFBL Replay: Nightmare Shard 5 cards with Eirias.pmv
  5. Nightmare's End (two players, thanks to Redhea) Player one takes mid. Player two gets free t4. Player one holds waves with mortars while p2 clears. It's a bit sketchy until you get Swamp Drakes. Player One Deck: MaFgKgICNDL Player Two Deck: MEU1YEMbamX Replay: Nightmare's End 5 cards with Redhea.pmv
  6. Slavemaster Take free wells, wait until 2nd Abom. Then take t2, t3, t4. Make army of Banzai. Then clear map and run NPCs directly to where they need to go. No need to defend anything. Optional: Unity. Deck: MwSaFcTHaJa Replay: Slavemaster 5 cards.pmv Behind Enemy Lines Use roots to make the beginning easier. Ideally keep the spawners alive until 20m, then you can clear them. Army of Swamp Drakes to clear map. Optional: BG. Probably Parasite Swarm would make this a lot easier if you have that. Deck: MDLpLOMaF Replay: Behind Enemy Lines 5 cards.pmv Convoy (solo) Take free wells and rush t3 with nomads. Then spitfires to kill power shrine. Then hold t4 long enough to get out a couple of fire dragons. Then drop Volcanos to stop the waves bothering you and finish map once you're ready. Deck: McTEUKMlKZX Replay: Convoy 5 cards.pmv Ocean: I definitely would put mine or another t1 card in the empty slot. It's the starting area that's annoying. Once you get Swamp Drakes it's easy. Deck: MaFcTDLzM Replay: Ocean 5 cards.pmv Oracle Run nomads past to get to t2, spam gladiatrix. Use oink and micro to build up army of gladiatrix and clear. Take t3, make swamp drakes. Clear map, take t4, make Volcanos. Fail confusing and bugged irrelevant light switch game. Kill witchdoctor. Deck: MEUiRsPDLZX Replay: Oracle 5 cards.pmv
  7. Mo Use the Swamp Drakes to kill the Walker, no need to fight with Mo if you're worried he will die. Three towers can hold the bottom. Deck: MDLcTpLqFzM Replay: Mo 5 cards.pmv
  8. Siege of Hope Take free wells, use mine-nomad to kill the spawner before the big wave. Then clear out t3 and take all the wells on the map. Defend with Tower and Swamp Drake. Then lure out boss and kill it. Optional Cards: Magma Hurler can be something else if you want to cut the best unit in the game for some reason. Deck: MDL7FCNEUpL Replay Siege of Hope 5 cards.pmv Defending Hope You get to start the map with Swamp Drake so, idk what to say. You can hold the extra wells for a side quest if you want. Optional Cards: BG, Sunstrider, Unity, Tower of Flames Replay: Defending Hope 5 cards.pmv Soultree Take wells early and then defend them with mine/body block. On the frozen army, manually target pyromaniac to kill large units first. Make Magma Hurlers and kill everything. If you want this to be very chill, don't help Viridya right away so you have time to build up a few extra units. Deck: MaFCNkV7FcT Replay: Soultree 5 cards.pmv
  9. Treasure Fleet Twilight Curse is used on the Rightmost ship to end the map earlier. The only tricky part of this is killing the first camp, if you dodge the first tower shot, or only lose one unit, you can just attack-move the rest. Optional Cards: Skyfire Drake can be traded for suppression, a defensive tower, or oink if you prefer. Deck Code: MkWEUiR_KZF Replay Treasure Fleet 5 cards.pmv Encounters with Twilight Take your time at start. Get Magma Hurler, Crush game with Magma Hurler/Unity. For the end, let a few skyfires stand in the middle without specific orders and they will keep the spirits clear while the Hurlers kill the boss. Optional cards: I guess t1 and t2 are optional, whatever you want to use to get to Hurler/Unity. Could also be done with Swamp Drake of course, so I guess the entire deck is optional :). Deck Code: MaFCN_K7FcT Replay Encounters with Twilight 5 cards.pmv
  10. Valkyrie Complete the Insane God on expert while only damaging Urzach with gladiatrix. Mono a Mono Kill Brannoc in Titans on expert using only a single Harvester (no other units damage him)
  11. The way to get cards in this game is to do your two quests every day, play for at least 45m, and buy your discounted booster for 350. Then sell this booster for 420. Don't open boosters yet. Pick a deck or style that you like and buy every card you want for it from the AH until you have a deck/s that can complete everything in the game and easily farm rpve9. Message me in game (Laertes) or in discord (laertes) and I will give you a shaman to help you get started. Good luck!
  12. This is a great idea for a series. I'm excited to watch some of these. Altar of Chaos is a card I've never seen!
  13. for 10s phoenix is still ubiquitous, used in the main deck for teaching new players, right? Anyway, I think Windhunter has the right idea, there are so many units and strategies that are *worthless* for clearing the t3/t4 camp in 10s. I'd like to see some of those made useful before anything gets nerfed. I thought it was kinda telling and unfortunate that Kapo has to use nomad/mine/phoenix and infect/frenetic in his off meta series just to avoid potentially being a burden to his allies.
  14. Amazing answers, thank you! This is motivating for me to try to learn some maps better. many of the all time records are hard to imagine how they are possible! One of the coolest things about this game is seeing some interesting trick to make a very difficult problem manageable efficiently. It's a strength of Battleforge that they made A-moving fairly sub-optimal in most maps, so you're encouraged to think of interesting cards/strategies.
  15. I had a question about this. Rather than make my own thread I will ask it here, since it seems relevant. I hope that is okay! Are the all time records considered attainable on current patch in any case? I had just assumed some of the All time records were on previous patches, with nightguard strategies that no longer exist (for example). My questions are: 1) have the leaderboards been reset, and when, and is it map specific or global 2) will they be reset, and if so are there specific criteria 3) are current records either created on current patch or considered attainable on current patch Hopefully it's not a violation of a norm or rule to ask this question some weeks after the last post here. I'm not too familiar with forums of this kind.
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